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Messages - Jorpho

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Gaming Discussion / Re: Gran torismo 1 and 2
« on: Today at 02:44:18 pm »
I've looked and never found anything
Are you spelling it correctly..?

Gaming Discussion / Re: 3DS Samus Returns and AM2R
« on: Today at 12:43:41 am »
Dang, I still need to finish AM2R.  I think I had just gotten the Super Bombs before I got too busy with other things.

It was getting to be a little nerve-wracking.  I guess I might enjoy it more if I can just bring myself to stop thinking about the clock and enjoying the exploration; I constantly have the sensation of no you are doing this wrong you are wasting so much time and now you missed that shiny bauble and you'll never get it.  Too much stress before bedtime. 

Also those Zeta metroids are bastards.  But they're not quite as bad as some of those speed-dash barriers.  (I presume there's some sort of powerup eventually that makes them easier to take care of, as there are a couple I couldn't figure out.)

ROM Hacking Discussion / Re: All Night Nippon SMB
« on: Today at 12:34:38 am »
What can you possibly hope to accomplish in doing this?  I don't understand.

Also one other question is there a .wav to pcm converter around here by chance ?
It's over here:

...Oh, that link is in the videos already.

Newcomer's Board / Re: MSU-1-Like Upgrade for N64 Emus Possible?
« on: December 11, 2017, 12:59:31 am »
I'm not entirely sure about what the exact MSU-1 specs are, so, someone correct me if I'm wrong, but, I think it is an extension to the SNES, such as any other special chip could have been, that just adds 4GB of storage (32-bit address space) that devs can use however they want. Storing audio and video are two "simple" ways to use it, but it could be used to add regular graphics and data too (?).
The MSU-1 takes care of playing audio.

There is a demo of CD-quality music playing on a SNES without an MSU-1.  I thought I read somewhere that it was unusually CPU-intensive, but I can't seem to find that reference.  But certainly, I would expect hacking an arbitrary SNES game to use CD-quality audio in that fashion would be extremely difficult.  With the MSU-1, it's basically a matter of sending a quick instruction to the chip to play a music track, leaving the rest of the code to execute normally.

See also this video regarding how the Genesis was tortured into playing unusually high quality music.

The most comprehensive series of articles I've seen on the SGB is over here:

You can ignore the attention-grabbing article title.  Be sure to read the other articles in the series.

Newcomer's Board / Re: MSU-1-Like Upgrade for N64 Emus Possible?
« on: December 09, 2017, 02:36:57 pm »
As I understand, part of what inspired MSU-1 was a rather reviled hack for Chrono Trigger ("Chrono Tied", wasn't it?) that supplied it with a custom soundtrack – but it only worked in ZSNES, and there's plenty of hate for that already.

So, sure, it would probably be quite possible to make a similarly awful kludge for an N64 emulator; it might even be easier with the plugin architecture – but it would be an awful kludge.  Something resembling MSU-1 would probably require considerably more in-depth knowledge of the N64 than is readily available.

The N64DD, perhaps?
Documentation for that is pretty spotty, isn't it?  I might expect that it would be easier to start from scratch.

Personal Projects / Re: Ghostbusters Remastered (GB1, NES)
« on: December 05, 2017, 10:14:23 pm »
There are a few tweaks in gameplay, but I gotta say, the game design here cannot be saved. So many things I keep asking myself "why is this even a feature, it should just be removed", but the game is already so simple.
Well, you could always find some way to repurpose the stair climb or final boss battle.  Like, maybe sometimes when you show up at a building, you get pulled into an "alternate dimension" and have to fight some less-difficult variant of the final boss.

But of course, that would be an awful lot of difficult assembly work, and it's not like the final boss fight is all that fun in itself.

There are already many, many mods for the Wii U version of Breath of the Wild.  Have you been unable to find any of them?

So yes, it is obviously "possible".  But indeed, such changes are have been entirely undiscussed here and you will likely find much more information elsewhere.

ROM Hacking Discussion / Re: Sega Master System games converted to NES?
« on: December 02, 2017, 12:06:54 pm »
There's even a guy porting NES games to Genesis, so it's not like it can't be done.  We've seen Super Mario Bros. on the Genesis, which I assume is much easier to do, but I know nothing about how it was done.
Have there been further developments in that area?  Last I heard, SMB4MD was the only project of its kind – but that was years ago, and no one has attempted a similar NES port since.

Isn't the SNES processor capable of running like  a 6502 when the emulation flag is set?
I always figured that was something they threw in to allow for backwards compatibility which they never used (presumably because SNES itself ended up being far more profitable than they ever imagined).
I'd say it's more like they were hoping to have backwards compatibility at some early point in the development of the hardware, but then abandoned that idea.

Needless to say, if there was still some way of actually exploiting those backwards-compatibility features in the hardware we know, we would have seen dozens of bootlegs and Chinese devices by now – there would have been far too much money to be made.  (Even devices like the TriStar or Super-8 effectively contain a separate NES-on-a-chip within rather than using the SNES hardware.)

Is there anything out there in the wild that exists like that anyway (that can be used with real cartridges)? It would be kind of cool I think, to just stick your cart in and have it compared with what's stored inside the device just to verify the integrity of the cart.
Any such device would have to read every bit of the cartridge and thus be indistinguishable from an ordinary copier/dumper.

Looks like you still might be able to get a Retrode, if that interests you.

ROM Hacking Discussion / Re: Insert Orchestra Music in Final Fantasy 6?
« on: November 29, 2017, 02:05:40 am »
It's not just a matter of capacity.  There's a demo for playing CD-quality audio for the SNES, but it is very CPU-demanding; the MSU-1 effectively doesn't use the SNES CPU at all, if I'm not mistaken.

Programming / Re: How were early 8 and 16-bit games programmed?
« on: November 28, 2017, 09:27:24 am »
but that you were able to build a multi-threaded OS in less than 2 days.
That was standard business for computer science students learning about operating systems back when I was in university around twenty years ago.  (Not that I was CS student; I just talked with them.)

How many years has Torvalds worked on the kernel for Linux?
Linux changes with the times and with the introduction of new features for new hardware.  That's hardly relevant.

Maybe that bare-bones OS I've seen that could still fit on a floppy disk (I don't recall the name), but it had issues with plug N play Wi-Fi connection.
The QNX Demo floppy comes to mind, though I'm sure similar feats have been accomplished.  (I've seen a rather dysfunctional Windows 3.x install that fit on a floppy.)  It's not easy dealing with the huge variety of wifi hardware out there, especially since so many wifi adapters have closed-source proprietary drivers.

ROM Hacking Discussion / Re: [PSX] Exchange CDDA tracks in PSOne games
« on: November 27, 2017, 09:30:06 am »
By "1-piece-image" you refer to the audio tracks being stored as one big track? Because if so, the .CUE sheet doesn't make any sense for me, since they were stored seperately on the disc.
The audio tracks are not stored as "one big track"; they are simply stored together in the image, and if you mount the image (or burn the disc), you will see the separate tracks.  There's no reason to store the tracks separately unless you're manipulating the audio – or at least, that's what I thought until I read this information about the Redump Project. (It used to be common to rip the audio separately and store it as MP3 or OGG instead of WAV, in order to keep the file size down; many programs can automatically decompress such audio when reading the .CUE.)

There is plenty of documentation out there about CUE sheets if you are curious.  They have been around for a long time.

ROM Hacking Discussion / Re: [PSX] Exchange CDDA tracks in PSOne games
« on: November 27, 2017, 12:28:24 am »
Why don't you just start burning things (or opening them in your emulator or Daemon Tools) and seeing what works..?

I've never seen a CUE sheet like the one shown for the Redump Project, nor do I have any idea why someone would do things that way.  The Redump Project probably has a FAQ on the subject.

As for whether or not there should be a pregap, you might as well just check the original disk.  It's possible whatever created that CUE sheet inserted the pregap for some arbitrary reason.  You probably already have a utility that can report the original track layout, but I would use ISOBuster.

Newcomer's Board / Re: .cbd/.chd sound file replacement on Donkey Konga 2
« on: November 25, 2017, 12:11:29 am »
For some reason your attachment is a .mod movie file? maybe you erroneously left in a period somewhere or something. or i'm just dumb and missing something.
Aye – when I saved the copy, I just added ".mod" to the filename rather than overwriting the original.

Script Help and Language Discussion / Re:
« on: November 25, 2017, 12:08:37 am »
I find that much of the time a dash is much more suitable than an ellipsis.

Translation–wise, I think "Kore wa..." is far better translated as "What's this?" or even simply "Huh?" rather than left as "This is...", because that is not realistic English usage.

ROM Hacking Discussion / Re: [PSX] Exchange CDDA tracks in PSOne games
« on: November 24, 2017, 09:33:40 am »
All right, forget what I said – I guess it does use proper redbook audio tracks.  (That makes it a rather glaring omission from the thread I linked to.)

So, that makes things simple, in theory.  You just need a program that will rip a mixed-mode CD to ISO+WAV+CUE.  A little bit of Googling suggests TurboRIP.  (Yes, it was originally for TurboGrafix games, but it looks like it should work here.)

After you replace the .WAV files with whatever you want, you'll need to fix the .CUE file.  In case you don't already know, a .CUE file is an ordinary text file that you can open with Notepad, and it specifies the layout of the tracks on the disc – meaning you'll need to change it if you're replacing the old .WAV files with new ones that have a different length.  It looks like you can use CUE Sheet Generator to automatically generate a new .CUE file.

After that, you should be able to open the .CUE file with Daemon Tools or any decent disc-burning program.  This might work, although it's quite possible that it's not that simple.

ROM Hacking Discussion / Re: [PSX] Exchange CDDA tracks in PSOne games
« on: November 23, 2017, 10:21:22 pm »
As far as i understand, Mega Man X3 uses Redbook audio files which means that I can listen to then in my CD player.
I can see there are threads like and which refer to "redbook audio", but I think they're only using the term in the sense of stereo, 16-bit, 44100 kHz sound and not necessarily to how the sound is actually stored on the disc.

That thread about DOOM that you linked to talks about a directory named "cdaudio" containing raw wave data, but I think that's just a coincidence.  If the disc has different sound that is playable on a CD player (as suggested by the thread I linked to), then that sound is stored separately from the rest of the filesystem (and can be easily replaced).

But I'm kind of speculating here and I fear I am only causing confusion.  Perhaps someone who actually has the disc on hand can actually chime in.  (But I might add even though DOOM apparently stores files in a convenient format, PSX games don't necessarily have to use the standard ISO9660 filesystem at all.)

Newcomer's Board / Re: .cbd/.chd sound file replacement on Donkey Konga 2
« on: November 23, 2017, 10:19:12 pm »
Ah, inst101.cbd is indeed very distinctive.  But I kind of doubt it's actually VOX ADPCM, which is really kind of obscure.  Using signed 8-bit PCM and a sample rate of 22050 kHz produces something of the same length, though it's still heavily distorted.  I suspect someone out there could take a listen and know exactly how it's being incorrectly processed (8000 Hz 8-bit stereo is another possibility), but it sure isn't me.  There could be additional data interspersed throughout the audio that the game uses for its own purposes, and that will have to be filtered out before the audio will play normally, but it's hard to say.

I was suggesting that you copy bytes from 205.cbd to 118.cbd as a test since simply because the first sample in 205.cbd appears to be shorter than the one in 118.cbd.  I don't know what this will do, but experimentation is inevitable here.

I don't use XVI32 very often either, but I used edit -> clipboard -> copy as hex string, then opened up the destination, marked another block of 2643 bytes, used edit -> block delete, and then edit -> clipboard -> paste as hex string.

Let's have a go at Expirebox:

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